francesinhalover wrote: »The problem isnt hard mode, its the rewards stuck Behind hard mode.
If skins like dro m athra were vet only reward 90% of players wouldn't care at all about hard mode.
Same applies to skins like the one from scalecaller peak, beast personality etc
francesinhalover wrote: »The problem isnt hard mode, its the rewards stuck Behind hard mode.
If skins like dro m athra were vet only reward 90% of players wouldn't care at all about hard mode.
Same applies to skins like the one from scalecaller peak, beast personality etc
Dro-m'athra skin is just vet, now if you meant that other skins worked that way... they mostly do? Only a few skins have hardmode behind then and I don't see a problem? [snip]
Necrotech_Master wrote: »boi_anachronism_ wrote: »a 20% loss in dps is fine.. tbh thats still 300% or more of what we had in the beginning. theyre need to drop it another 30% imo and remove battle spirit... then tweak vet dungeons and trials etc.. done
I slowly feel like Groundhog Day here…
Yes, today there is a lot way more DPS in the game than in the beginning. But you also didn’t have trials vDSR or vRG, where today’s DPS is required.
Your argument sounds like an odd thing my mother always said that a loaf of bread only cost 15 cents in the past…
Her’s was misleading and not considering development. Your’s is neither.
You did not have things like 8 second wipe mechanics a few years ago like vrg metors. You didn't have massive dps checks and you didn't have adds like bannermen that one shot your group unless you kill them quickly. When hm craglorn trials were the hardest content in the game that dps level was acceptable. That just isn't the reality anymore because content was created around what was possible at the time it was introduced. 50k was bomb a few years ago. If a group went into vrg now with everyone doing 50k it would be a 5hr shlog even if they could clear... And that's a big if.
Folks are thinking if we keep nerfing dps suddenly end game prog groups will take everyone. That's just a fantasy. You will just need to work harder, parse more, know mechs better and be closer to the tippy top of the meta.
was the period where 50k considered extremely good from before they had the trial dummy? because 40-50k on a 6 mil is still considered "god tier" dps, but its the equivalent of 100-120k on the trial dummy
thats why i usually prefer testing on the 3 mil dummy, or on WBs to get my numbers during a realistic scenario, if you can hit 30-45k on a WB solo, then you can sure hit harder when in a group running additional buffs/debuffs
francesinhalover wrote: »The problem isnt hard mode, its the rewards stuck Behind hard mode.
If skins like dro m athra were vet only reward 90% of players wouldn't care at all about hard mode.
Same applies to skins like the one from scalecaller peak, beast personality etc
boi_anachronism_ wrote: »francesinhalover wrote: »The problem isnt hard mode, its the rewards stuck Behind hard mode.
If skins like dro m athra were vet only reward 90% of players wouldn't care at all about hard mode.
Same applies to skins like the one from scalecaller peak, beast personality etc
Question: why wouldn't you have great rewards that people actually want behind achievements? I mean it makes sense. Work really hard to accomplish something, get a special reward. That's generally how life works. I'm confused.
tomofhyrule wrote: »boi_anachronism_ wrote: »francesinhalover wrote: »The problem isnt hard mode, its the rewards stuck Behind hard mode.
If skins like dro m athra were vet only reward 90% of players wouldn't care at all about hard mode.
Same applies to skins like the one from scalecaller peak, beast personality etc
Question: why wouldn't you have great rewards that people actually want behind achievements? I mean it makes sense. Work really hard to accomplish something, get a special reward. That's generally how life works. I'm confused.
I feel like it also depends on the type of reward. Yes, hard things should get rewards, but what shouldn't happen is something useful for an unrelated group gets locked behind something difficult.
Case in point: it's wholly appropriate to give an Olympic Gold Medal to the person who performs the best in a gymnastics routine. It is not exactly appropriate to say the reward for doing the best gymnastics routine is that you get an Oscar for it. Consider the other way around - "you can only get an Olympic Gold for doing an Olympic sport!" makes sense, while "you can only get an acting award by doing an Olympic sport!" makes less sense. Meryl Streep would be disappointed.
Yes, that's an exaggeration, but my point is that the reward should match the thing you're doing. I very much disliked giving personalities (which are incredibly useful to RPers or storytellers) as rewards for hard content. Also the fact that a simple boat furnishing (one of the few boats in the game) was locked behind a vet trial. Yes, there are many storytellers and housing enthusiasts who are endgame ready, but that's not a general rule. There are a lot of storytellers and furnishers that are not capable of harder content, and for many of them it's not simply a 'git gud.' There are reasons to get those things that don't involve showing off accomplishments (and/or flexing on the noobs). To try to say something like "you can't RP the way your character should because you personally suck at the game" just reeks of elitism.
What were appropriate rewards were skins related to the dungeon in question. They were really not seen anywhere else in game, and related perfectly to the story. Those are also specific to the people who want to wear them to show off - very few people would want to wear a vCR+3 skin for reasons other than saying "wow this is cool because it's rare" or "wow, this is cool because I did vCR+3."
So as much as I like personalities and would love to see more in game, I think those should stay in the crown store and away from hard content. Bye by all means all of those skins in the crates should go to the hardmodes instead.
In scenarios like end-game PVE, where you are standing relatively skill and casting skills many times on static targets, Jabs/Sweeps is virtually the same as before. You damage is fairly similar, and the healing from sweeps is reduced by 25%. The only change there is the burning light nerf (which is a different topic)
In scenarios like end-game PVE, where you are standing relatively skill and casting skills many times on static targets, Jabs/Sweeps is virtually the same as before. You damage is fairly similar, and the healing from sweeps is reduced by 25%. The only change there is the burning light nerf (which is a different topic)
Tell me you don't end game PVE without telling me you don't end game PVE.
Granted, I quit before AwA went live so haven't personally done the latest trial or dungeons but end game trials haven't had purely static fights in quite awhile. Same with vet-HM dungeons; there's a quite a bit of mechanics that require mobility so if you're playing a melee range templar using jabs, you're doing a fair amount of movement. You certainly aren't just standing still spamming jabs on a static target from start to finish.
shadyjane62 wrote: »I wouldn't qualify for any sort of hard mode. I am simply too old and don't have the manual dexterity let alone the driving ambition.
But I don't begrudge them their place in game until it affects me as a mid level player.
If all the changes coming are to deal with Vet hard mode , surely there can be a better way than to nerf everything across the board.
I love being a Templar and will never change.
boi_anachronism_ wrote: »shadyjane62 wrote: »I wouldn't qualify for any sort of hard mode. I am simply too old and don't have the manual dexterity let alone the driving ambition.
But I don't begrudge them their place in game until it affects me as a mid level player.
If all the changes coming are to deal with Vet hard mode , surely there can be a better way than to nerf everything across the board.
I love being a Templar and will never change.
Night blade forever. I agree though and I really think there should have been a more sizable nerf for vdsr and vrg compared to other trials. It started with way higher dose checks then other trials by virtue of them being released when dps was at it's highest point.
a 20% loss in dps is fine.. tbh thats still 300% or more of what we had in the beginning. theyre need to drop it another 30% imo and remove battle spirit... then tweak vet dungeons and trials etc.. done
I slowly feel like Groundhog Day here…
Yes, today there is a lot way more DPS in the game than in the beginning. But you also didn’t have trials vDSR or vRG, where today’s DPS is required.
Your argument sounds like an odd thing my mother always said that a loaf of bread only cost 15 cents in the past…
Her’s was misleading and not considering development. Your’s is neither.
- Do you think Veteran Hard-Mode makes the game more enjoyable? How would you feel if non-HM was as hard as the game got?
- What is your definition of a "sledgehammer" change?
- What is your definition of a "scalpel" change?"
- Would you support a lowering of end-game difficulty to make the game easier to balance and patch?
MindOfTheSwarm wrote: »I don't see an issue with the difficulty really. Vet Hard Mode is for top teams and players and this is fine. The problem is that most top only will run it if 'everyone knows the mechanics' even 1 death can result in kicks or disbands. As such, it is very difficult for new players to actually attempt it, without finding others who want to try it for the first time.
But then this leads into the second issue, most new players only want to run it with those that have the patience to teach them. On the offhand it does happen any mistake will result in that new player getting kicked, this even happens if that player is not responsible. The times I have seen players including myself get removed all because one of the top players made a mistake but rather own up to it, just lied and blamed the new guy.
This creates a catch 22 scenario where top end players won't run it with new players, but new players will only run it with top players. Add on the impatience of mistakes and the lying by and dishonesty of mistakes and this results in a situation where only 2% of the player base actually get it done.
I still haven't done any of the vet hard mode stuff outside of the solo arenas, and it's usually because if anything goes wrong its an immediate kick or disband even if the mistake is made by another, including but not limited, to the host.
GloatingSwine wrote: »Reward skins are just bragging rights, they aren't the gateway to being able to do anything within the game.
And that's the correct reward for things like hard modes. Bragging rights and cosmetics you can show off with.
GloatingSwine wrote: »Reward skins are just bragging rights, they aren't the gateway to being able to do anything within the game.
And that's the correct reward for things like hard modes. Bragging rights and cosmetics you can show off with.
This tbh. The very endgame already lacks any tangible rewards (I mean score pushing) more rewards related to leaderboards would be a welcome change. And as you said, it could be something very small and cosmetic, maybe little wings over your nameplate to show everyone you hold the highest score in particular trial for that patch or something of the sort. Mounts and titles for trial trifectas are good addition already, I wish they'd update older trials with this change as well. Something more for dungeon trifecta's would be nice as well, afaik players asked for ages for actual "Mountaingod" title etc. It's a very healthy way to encourage this type of content without providing any real advantage so more casual crowd don't feel left out.
Everest_Lionheart wrote: »GloatingSwine wrote: »Reward skins are just bragging rights, they aren't the gateway to being able to do anything within the game.
And that's the correct reward for things like hard modes. Bragging rights and cosmetics you can show off with.
This tbh. The very endgame already lacks any tangible rewards (I mean score pushing) more rewards related to leaderboards would be a welcome change. And as you said, it could be something very small and cosmetic, maybe little wings over your nameplate to show everyone you hold the highest score in particular trial for that patch or something of the sort. Mounts and titles for trial trifectas are good addition already, I wish they'd update older trials with this change as well. Something more for dungeon trifecta's would be nice as well, afaik players asked for ages for actual "Mountaingod" title etc. It's a very healthy way to encourage this type of content without providing any real advantage so more casual crowd don't feel left out.
I wouldn’t hold your breath on older trials. They still haven’t added the ability to pull a player into a boss fight on Crag trials after disconnecting or the ability to turn the HM challenge off for newer groups attempting the HM for the first time that want to decrease the difficulty to get a clear.
I think a better solution would be to make end-game requirements (in things like hard-mode and trifectas) less strict.
I agree that ZOS should not balance new trial hard modes and trifectas based on the utmost top end of the spectrum, which represents maybe a few thousand or even just some hundreds of players globally. However, the suggestion in your original post, which sounded a lot like getting rid of them and having regular veteran as the highest accomplishment, did not resonate.
code65536 wrote an excellent post about exactly this issue - the combination of a large power gab, with only a tiny number of people at the top end, and new endgame content being balanced towards that high end. Well articulated and a good read!